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Warhammer 40,000: Kill Team (HoR)/Tactics/Grey Knights(7E)
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==Rules== *'''Psychic Conduit''': Yes, there is a serious check in place to prevent the Grey Knights from being an army of walking Gorgonzola cheese. This rule essentially makes it that the majority of Grey Knights aren't psykers in a traditional sense, just like the [[Horror]]s of [[Tzeentch]]. Instead, the moment a model that normally has Psyker dies, a model with this rule becomes a Psyker instead and gains Banishment and Hammerhand from the Daemonology (Sanctic) discipline (and Cleansing Flame if the model in question is a Purifier). It can allow for almost every Grey Knight to gain Psychic Powers to compensate for another's loss, meaning that you'll always have the ability to buff yourself up like hell. *'''Teleport Assault''': This basically says any unit with the Deep Strike rule on their unit entry can Deep Strike as usual. Keep in mind this means the HoR entry, not the codex version. Interceptors lost this rule, but honestly, it doesn't really matter given their ability to shunt. Purifiers still lack this as well to prevent Turn 1 Cleansing Flame nonsense. *'''Psychic Brotherhood''': When casting psychic powers, this allows your units to successfully harness Warp Charges on a roll of 3+ instead of the usual 4+. This one is a blessing straight from the Emperor Himself that bestows some welcome reliability to those Hammerhand and Force rolls when you truly need them.
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